scummvm/engines/bladerunner/waypoints.cpp

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#include "bladerunner/waypoints.h"
namespace BladeRunner {
Waypoints::Waypoints(BladeRunnerEngine* vm, int count) {
_count = count;
_waypoints = new Waypoint[count];
}
Waypoints::~Waypoints() {
}
void Waypoints::getXyz(int waypointId, float *x, float *y, float *z) {
*x = 0;
*y = 0;
*z = 0;
if (waypointId < 0 || waypointId >= _count || !_waypoints[waypointId]._present)
return;
*x = _waypoints[waypointId]._position.x;
*y = _waypoints[waypointId]._position.y;
*z = _waypoints[waypointId]._position.z;
}
int Waypoints::getSetId(int waypointId) {
if (waypointId < 0 || waypointId >= _count || !_waypoints[waypointId]._present)
return -1;
return _waypoints[waypointId]._setId;
}
bool Waypoints::set(int waypointId, int setId, Vector3 position) {
if (waypointId < 0 || waypointId >= _count)
return false;
_waypoints[waypointId]._setId = setId;
_waypoints[waypointId]._position = position;
_waypoints[waypointId]._present = true;
return true;
}
bool Waypoints::reset(int waypointId) {
if (waypointId < 0 || waypointId >= _count)
return false;
_waypoints[waypointId]._setId = -1;
_waypoints[waypointId]._position.x = 0;
_waypoints[waypointId]._position.y = 0;
_waypoints[waypointId]._position.z = 0;
_waypoints[waypointId]._present = false;
return true;
}
}